|
Interview: Jet Thunder
Back To Page 2
Chris: Will there be a multiplayer
campaign or will online play be more along the lines of "deathmatch"
type of play?
Dante: Very oriented to a multiplayer
online campaign. Of course some fun death match maps will
be available, especially in the islands themselves, as the
distances between one airfield and the other (Goose Green
and Port Stanley) are very short and suitable for deathmatch
type of play. Problem is that neither of these airfields has
a runway long enough to use the high performance jets of the
game, only the Pucaras and Harriers. 

Pucara Helicopter Hunting
(227 kb)
Chris: Work has progressed on
the aircraft damage model with features such as parts falling
off of aircraft and holes in the aircraft; will damage affect
either systems or aerodynamic qualities of the aircraft?
Dante: One of the things Steve
was adding a few days ago was pilot kills and fuel leaks,
very important for a damage modeling of course. And indeed,
lack/damage of one aileron will reduce roll, a bullet in the
nose can kill your radar system etc.
Chris: The Harrier is reputed
to be a rather difficult aircraft to fly. Do you feel that
the Jet Thunder Harrier will require the demanding skills
needed to fly it correctly?
Dante: In our current iteration,
it's very overpowered and the FM is very generic at the moment,
so, at current alphas it's very easy to fly, but this should
change when the real engine trust is inserted in the FM and
the payloads are variable both in weapons and fuel
also, a nice spin model should be added (we had some good
tests with these in the past).
Chris: Since infantry was integral
to the campaign on both sides, how will infantry be modeled
and how will infantry be handled within the sim?
Dante: They
will be modeled in the following way: An 'infantry unit' in
campaign map is a infantry platoon (often 30 to 35 soldiers)
These will be animated 3D characters, like the screenshot
shows. They suffer casualties from bombing / strafing, and
once all platoons members are casualties, the infantry platoon
disappears from campaign map and also from the campaign server.
A little status play will happen if two adversary platoons
are within visual range of each other. They can engage, retreat,
or hold position and call for air support. If they engage,
the number of active soldiers in the platoon, their experience,
and their ammo will decide the outcome of the land engagement.
Chris: Will
damaging or destroying airfields result in reduced mission
capability for those airfields and will they be repairable
by engineers on the ground?
Dante: The "repaired
by engineers on the ground" is a great idea of yours
and we should ponder it a bit.
At the moment, as explained earlier, we have only infantry
platoons designed. I thought loosely about having platoons
near to makeshift airbases in the battlefield, so if you land
your Harrier in a makeshift airbase that has a platoon near,
you can rearm and refuel your plane this will not happen
if you land in a abandoned place, far away from any ground
personal. But this isn't yet available. For each new campaign
feature, Steve has to go back to the Campaign Server code
and make the whole client / server system "understand"
the new unit class with their new functions and all that.

Making an Argentine
Soldier (80 kb)

Ground Troops (194
kb)
Go
To Page 4
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|